I'm currently taking a break from D&D and running a GURPS space campaign. I'm just one session into the GURPS campaign, but I'm already seeing what a massive amount of work it's going to be, and already I'm longing for the relative simplicity of D&D 3.5.
In hindsight, I think what had soured my group's experience with D&D was my running BIG adventures and Adventure Paths, with disasterous results. It seemed that all of the modules were written such that by the time you reach Chapter X you should be Y level; if you're not, everyone in the group will die.
I had this experience with the Shackled City AP and Cormyr: Tearing of the Weave. It seemed that our best gaming memories in 3.x came from the short 32 pagers that WotC released early on (like Sunken Citadel, Forge of Fury, etc.), Dungeon Magazine adventures, and the little AEG pamphlets.
Has anyone else run into trouble trying to run BIG adventures?
Retreater
In hindsight, I think what had soured my group's experience with D&D was my running BIG adventures and Adventure Paths, with disasterous results. It seemed that all of the modules were written such that by the time you reach Chapter X you should be Y level; if you're not, everyone in the group will die.
I had this experience with the Shackled City AP and Cormyr: Tearing of the Weave. It seemed that our best gaming memories in 3.x came from the short 32 pagers that WotC released early on (like Sunken Citadel, Forge of Fury, etc.), Dungeon Magazine adventures, and the little AEG pamphlets.
Has anyone else run into trouble trying to run BIG adventures?
Retreater